GRAPHICS: Move common OpenGL files into graphics/opengl

This commit is contained in:
Dries Harnie 2015-05-12 10:42:27 +02:00
parent bc80a12978
commit 36c8b3d2d5
16 changed files with 21 additions and 21 deletions

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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/algorithm.h"
#include "common/list.h"
#include "common/str.h"
#include "common/tokenizer.h"
#include "graphics/opengl/system_headers.h"
#ifdef USE_OPENGL
namespace Graphics {
static Common::List<Common::String> g_extensions;
void initExtensions() {
g_extensions.clear();
const char *exts = reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS));
Common::StringTokenizer tokenizer(exts, " ");
while (!tokenizer.empty()) {
g_extensions.push_back(tokenizer.nextToken());
}
}
bool isExtensionSupported(const char *wanted) {
return g_extensions.end() != find(g_extensions.begin(), g_extensions.end(), wanted);
}
}
#endif

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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef GRAPHICS_EXTENSIONS_H
#define GRAPHICS_EXTENSIONS_H
namespace Graphics {
void initExtensions();
bool isExtensionSupported(const char *extension);
}
#endif

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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/textconsole.h"
#if defined(USE_OPENGL) && !defined(AMIGAOS)
#ifdef USE_OPENGL_SHADERS
#include "graphics/opengl/framebuffer.h"
#elif defined(SDL_BACKEND)
#define GL_GLEXT_PROTOTYPES // For the GL_EXT_framebuffer_object extension
#include "graphics/opengl/framebuffer.h"
#ifndef GL_ARB_framebuffer_object
#define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
#define GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_EXT
#define GL_FRAMEBUFFER GL_FRAMEBUFFER_EXT
#define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_EXT
#define GL_RENDERBUFFER GL_RENDERBUFFER_EXT
#define GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT_EXT
#define GL_STENCIL_INDEX8 GL_STENCIL_INDEX8_EXT
#define GL_DEPTH24_STENCIL8 0x88F0
#endif
#include "backends/platform/sdl/sdl-sys.h"
#endif // defined(SDL_BACKEND)
#include "graphics/opengl/extensions.h"
#ifdef USE_GLES2
#define GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_OES
#endif
namespace Graphics {
#if defined(SDL_BACKEND) && !defined(USE_GLEW)
static bool framebuffer_object_functions = false;
static PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebuffer;
static PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbuffer;
static PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatus;
static PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffers;
static PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffers;
static PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbuffer;
static PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2D;
static PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffers;
static PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffers;
static PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorage;
static void grabFramebufferObjectPointers() {
if (framebuffer_object_functions)
return;
framebuffer_object_functions = true;
union {
void *obj_ptr;
void (APIENTRY *func_ptr)();
} u;
// We're casting from an object pointer to a function pointer, the
// sizes need to be the same for this to work.
assert(sizeof(u.obj_ptr) == sizeof(u.func_ptr));
u.obj_ptr = SDL_GL_GetProcAddress("glBindFramebuffer");
glBindFramebuffer = (PFNGLBINDFRAMEBUFFEREXTPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glBindRenderbuffer");
glBindRenderbuffer = (PFNGLBINDRENDERBUFFEREXTPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glCheckFramebufferStatus");
glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glDeleteFramebuffers");
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSEXTPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glDeleteRenderbuffers");
glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSEXTPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glFramebufferRenderbuffer");
glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glFramebufferTexture2D");
glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glGenFramebuffers");
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSEXTPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glGenRenderbuffers");
glGenRenderbuffers = (PFNGLGENRENDERBUFFERSEXTPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glRenderbufferStorage");
glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEEXTPROC)u.func_ptr;
}
#endif // defined(SDL_BACKEND) && !defined(USE_OPENGL_SHADERS)
static bool usePackedBuffer() {
#ifdef USE_GLES2
return Graphics::isExtensionSupported("GL_OES_packed_depth_stencil");
#endif
#ifndef USE_OPENGL_SHADERS
return Graphics::isExtensionSupported("GL_EXT_packed_depth_stencil");
#endif
return true;
}
FrameBuffer::FrameBuffer(uint width, uint height) :
Texture(width, height) {
#ifdef SDL_BACKEND
if (!Graphics::isExtensionSupported("GL_EXT_framebuffer_object")) {
error("GL_EXT_framebuffer_object extension is not supported!");
}
#endif
#if defined(SDL_BACKEND) && !defined(USE_GLEW)
grabFramebufferObjectPointers();
#endif
init();
}
FrameBuffer::FrameBuffer(GLuint texture_name, uint width, uint height, uint texture_width, uint texture_height) :
Texture(texture_name, width, height, texture_width, texture_height) {
init();
}
FrameBuffer::~FrameBuffer() {
glDeleteRenderbuffers(2, _renderBuffers);
glDeleteFramebuffers(1, &_frameBuffer);
}
void FrameBuffer::init() {
glGenFramebuffers(1, &_frameBuffer);
glGenRenderbuffers(2, _renderBuffers);
glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture, 0);
if (usePackedBuffer()) {
glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffers[0]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, _texWidth, _texHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
} else {
glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffers[0]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, _texWidth, _texHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffers[1]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, _texWidth, _texHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[1]);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
GLenum status=glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
error("Framebuffer is not complete! status: %d", status);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void FrameBuffer::attach() {
glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
glViewport(0,0, _width, _height);
glClearColor(0, 0, 0, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void FrameBuffer::detach() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
#endif

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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef GRAPHICS_FRAMEBUFFER_H
#define GRAPHICS_FRAMEBUFFER_H
#include "graphics/opengl/system_headers.h"
#include "graphics/opengl/texture.h"
namespace Graphics {
class FrameBuffer : public Texture {
public:
FrameBuffer(uint width, uint height);
FrameBuffer(GLuint texture_name, uint width, uint height, uint texture_width, uint texture_height);
#ifdef AMIGAOS
~FrameBuffer() {}
void attach() {}
void detach() {}
#else
~FrameBuffer();
void attach();
void detach();
#endif
private:
void init();
GLuint _renderBuffers[2];
GLuint _frameBuffer;
};
}
#endif

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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef GRAPHICS_SYSTEM_HEADERS_H
#define GRAPHICS_SYSTEM_HEADERS_H
#include "common/scummsys.h"
#ifdef USE_GLES2
#define GL_GLEXT_PROTOTYPES
#ifdef IPHONE
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
#else
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#endif
#undef GL_GLEXT_PROTOTYPES
#ifndef GL_BGRA
# define GL_BGRA GL_BGRA_EXT
#endif
#elif defined(USE_GLEW)
#include <GL/glew.h>
#elif defined(SDL_BACKEND) && defined(USE_OPENGL)
#include <SDL_opengl.h>
#elif defined(USE_OPENGL)
#include <GL/gl.h>
#endif
#endif

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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/textconsole.h"
#if defined(USE_OPENGL)
#include "graphics/opengl/texture.h"
namespace Graphics {
template<class T>
static T nextHigher2(T k) {
if (k == 0)
return 1;
--k;
for (uint i = 1; i < sizeof(T) * 8; i <<= 1)
k = k | k >> i;
return k + 1;
}
Texture::Texture(const Surface &srf) :
_managedTexture(true), _width(srf.w), _height(srf.h),
_texWidth(nextHigher2(_width)), _texHeight(nextHigher2(_height)) {
glGenTextures(1, &_texture);
glBindTexture(GL_TEXTURE_2D, _texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// FIXME: what if buffer is not RGBA?
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _texWidth, _texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _width, _height, GL_RGBA, GL_UNSIGNED_BYTE, srf.getPixels());
}
Texture::Texture(uint width, uint height) :
_managedTexture(true), _width(width), _height(height),
_texWidth(nextHigher2(width)), _texHeight(nextHigher2(height)) {
glGenTextures(1, &_texture);
glBindTexture(GL_TEXTURE_2D, _texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _texWidth, _texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
}
Texture::Texture(GLuint texture_name, uint width, uint height, uint texture_width, uint texture_height) :
_managedTexture(false), _texture(texture_name), _width(width), _height(height),
_texWidth(texture_width), _texHeight(texture_height) {
}
Texture::~Texture() {
if (_managedTexture) {
glDeleteTextures(1, &_texture);
}
}
}
#endif

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graphics/opengl/texture.h Normal file
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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef GRAPHICS_TEXTURE_H
#define GRAPHICS_TEXTURE_H
#include "graphics/opengl/system_headers.h"
#include "graphics/surface.h"
namespace Graphics {
class Texture {
public:
Texture(const Surface &srf);
Texture(uint width, uint height);
Texture(GLuint texture_name, uint width, uint height, uint texture_width, uint texture_height);
~Texture();
GLuint getTextureName() const { return _texture; }
uint getWidth() const { return _width; }
uint getHeight() const { return _height; }
uint getTexWidth() const { return _texWidth; }
uint getTexHeight() const { return _texHeight; }
protected:
bool _managedTexture;
GLuint _texture;
uint _width, _height;
uint _texWidth, _texHeight;
};
}
#endif